+1 vote
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Let's say that I got one Red Surprise Bag with a character in Regular Server and in the end of this day, I am selected to participate in a Test Server with all of my stuff and level of this exactly day. In this case, my Red Surprise Bag is included.

After that, once the Test Server starts, I will have two separate accounts with the same Red Surprise Bag at the same time. One in the Regular Server and another in the Test Server. And both didn't open the Red Surprise Bag yet.


  • With the situation above in mind, I ask you: Will my Red Surprise Bag provide ALWAYS the same reward in both servers or not? I am asking specifically for the one that I own in the situation described above. I ask that because this way, I would be able to understand if using the Red Surprise Bag in a Test Server will offer a way to predict rewards. Seems to be an interesting concept, but I would like to know how it works the mechanism that gives to me rewards. If it was a confusing question, please let me know so I can explain in another terms.

1 Answer

+2 votes
by (1,351 points)
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Best answer
Talking about programming it makes no sense to have predetermined rewards so it's very likely that rewards are calculated when you click to open the item.

(Programming stuff)

It's more logical to have a simple object "A" that when clicked calls a function that consume it and give one object from a possible list of rewards. The other option would require the object to save the reward once the object is created. The function that generate the reward is called ether way would be called when the item is created meaning that it'll be called ether way in both approaches.

Also it's easier to maintain the list of objects (stacks) if it doesn't save the contained reward. If you save the reward on the object you'll need to have a list containing the order of the rewards rather them just the amount of objects in the stack. It's too confusing and require too much work to save the reward in the object.

I won't be able to test this until next test server. So my guess is that it can generate random results because it's more practical that way.
by (5,758 points)
Interesting! The fact that we cannot stack such items as the Suprise Bags might be also related to technical questions of programming?
by (1,351 points)
+1
I don't think so. Cip just decided that they won't stack.One weird example is when you have one item (rings, shields, etc) at the action button it'll appear the number of itens you have even though they are not stackable, but each of them have their own properties (time, imbuements, etc). Itens such as Surprise Bags don't have properties, just a condition that say it is usable (like foods)
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